Medic Archive
Thread: My post about CMs to the development/discussion boards...
This is a copy of my post to the dev/discussion boards. Let's all go there on occasion and give this a nice bump to keep it in the attention of the devs. Since none of the rants on the boards has drawn a response from anyone from SOE. I apologize for the specific nature of the post dealing with the CM class, but I know many of the medics here are aspiring to become CMs...
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While the ranged stims in the Combat Medic profession are currently working, there are many parts of CM that are broken/bugged/underpowered and make the playabilty of this class very low...
1. Please fix Area of Effect. They are notaffecting everyone in the area of effect.
2. Please fix the CM line packs to use combat medicine use and not medicine use. Many packs such as the AOE heals are linked to the medicine use and not the combat use line. This makes absolutely no sense. Being a doctor is not a prerequsite for the class and this bug makes doctor skills a defacto requirement.
3. Ranged Stim Es are obviously bugged...13 identical Chemical Release Duration Mechanisms is ridiculous. This was most obviously a typo someone made in development. I can't imagine this would be all that difficult to change.
4. Please fix the resists on poisons/disease. The resist rate on poisons and diseases so high that it almost becomes useless to use a poison for any reason. Considering using poison/disease take a combat action, this is basically like making a marksman miss with 50% or more of his attacks. This type of miss/resist rate would be unacceptable to any class.
5. The damage done by poisons/disease is pale compared to the damage done by a weapon by even a novice marksman level. Poisons/diseases is a class defining ability that should be the primary source of damage for a combat medic. If you made riflemen or TKAs do as little damage with their primary attack stills, I believe they would complain as well. Considering that Combat medic requires not just the mastery of one line of combat as in the case of a rifleman or a TKA, but requires mastery of the ranged support line as well as the mastery of an entire starting profession, the damage done my poisons/disease should reflect the large investment of time, xp and skill points needs to become a CM. This bug in conjuction with #4 basically make 1/2 of the CM class unplayable.
6. CM components for all of the CM packs are linked to the medic/doctor line of experimentation. This returns tothe issue above about basically requiring a large investment in the doctor line to become a effective CM. If a player ignores the doctor line completely, they will never be able to make the most effective CM packs even at master level. This is unacceptable as it again make doctor skills a basic prerequisite for the CM class. There needs to be a way for CMs to be able to experiment on their components as effectively as doctors can. At the very least if the components shared by doctors and CMs for stims and ranged stims cannot be shared, then at least the components for poisons and diseases can utilize the CM experimentation tree.
I do believe that these issue are fairly simple to resolve and would dramatically increase the playablity of a class that was once popular at release but hasbeenreported over and over again as being so bugged that its almost unplayable, driving many players into other professions.
I understand other classes also have problems that need to be addresses as well. But I do believe that most of the problems in the CM line could be quickly fixed.
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